Matrix Games and 2by3 Games (www.2by3games.com) are pleased to announce the release of the v1.801 incremental update for the acclaimed War In The Pacific.

This update is a follow-up to the very successful v1.80 major comprehensive update and continues the work of the expanded War in the Pacific development team. The v1.801 update resolves a number of minor issues that were reported after the release of v1.80, including 12 fixes and 6 enhancements. Fixes include corrections to a combat report text overflow, float plane airgroup sizes, a few more unit fragment issues, torpedo attack altitude and replenishment airgroups. Enhancements add the ability to fill an airgroup with pilots with one button click, allow players to draw replacement planes one at a time from the pool, add a count of named pilots remaining, give the ability to load airgroups without planes onto transport ships and make the automatic supply “push” to outlying bases smarter and more efficient.

The v1.801 update is available online as an incremental update for version 1.80 of War in the Pacific. Owners of War in the Pacific are encouraged to upgrade to this new official version, which can be found in the Matrix Games “Latest Downloads” link in the “Games” section of the Matrix Games website.

Based on the highly acclaimed Uncommon Valor design, War In the Pacific is an expanded and massive undertaking that has been recognized as another masterpiece from the veteran team at 2by3 Games, which includes Gary Grigsby, Keith Brors and Joel Billings.

The scale of War in the Pacific: The Struggle Against Japan 1941-1945 is 60 miles per hex and losses are individual vehicles, aircraft, guns and squads. Since half the planet Earth is covered by the titanic Pacific struggle, the game is massive in scope, covering thousands of ships tens of thousands of aircraft. Virtually every ship, air group and battalion sized or larger troop formation is covered in exacting detail.

ORIGINAL: Alex Fiedler Matrix Games and 2by3 Games are pleased to announce the release of the v1.801 incremental update for the acclaimed War In The Pacific.

Folks, I am here to tell you, not only are Don and Joe kissin' yer butt, they are holding their mouths just right.

The focus is right where it should be, fixing "bugs" (properly defined as game program deficiencies, not added Wanda features - "I wanda conquer the universe, but the game won't let me, so it's a bug").

I worry a little about "enhancements," but the matter seems to be in safe hands with these guys. Keep 'er conservative, boys, or you might wind up like Dubya with a three percent approval rating because you tried to kiss everybody's butt and wound up with a bad case of the @$$.

Prosit! I hope you are getting more out of this than just chapped lips.

_____________________________

Put my faith in the people And the people let me down. So, I turned the other way, And I carry on anyhow.

Note: Players should NEVER transfer replenishment wings off of the CVE on which they arrive and NEVER NEVER place another airgroup on a CVE that has a replenishment air wing. Just don't do it - it will mess things up big time.

quote:

Note: Button does NOT show "grayed out" when less than 2 pilots are required. If only a single pilot is needed the "Get Pilot" button is sufficient and a grayed-out "Get 1 Pilot" is superfluous. A grayed-out "Get 0 Pilots" is useless and rather humorous.

quote:

It is subject to all restrictions of normal airgroup reinforcement (no cheating!).

Please Note: Old save files (v1.40 and v1.50) will load with the updated version. However, if playing PBEM, once one player has loaded the game using the patch, the player to follow must also play the game using the patch. Not all fixes work in games that continue from old saves, as some fixes depend on data changes that require a new game to take effect. Some data changes from v1.60 can be transferred to old save files by using the procedure listed below in the v1.60 data change notes.

Note that v1.8.0.1 incremental production release includes the following changes:

Fix: Ensured separation of processing of air groups for carriers and other, floatplane carrying ships. Normal processing will recover the damaged airgroup data.

2. Text overflow on combat report. Addition of "Beginning Assault Value" to the combat report in V1.8 caused the text string to exceed the allotted space when reporting large formations and values.

Fix: Removed word "Beginning".

3. Correct display of airgroup fragment if transfer of an airgroup generated a new fragment. An airgroup that has 1 or more non-ready aircraft will leave them behind when being transferred to a new location. A fragment will be created at the "transfer-from" site to hold these aircraft. The code was losing track of the proper airgroup to be displayed during this process and would display a previous working fragment - frequently one from the other side.

Fix: Saved and used correct pointer to transferred airgroup.

4. Corrected Leader Assignment for airgroups without leaders when first pilot assigned. An airgroup (probably fragment) created without pilots will not have a leader assigned. When the first pilot is assigned it should automatically become the airgroup leader. When additional pilots are assigned they are then compared to the rank/experience of the current airgroup leader to see if the new pilot should replace the existing leader. An error during the creation of "no pilot/no leader" fragments incorrectly reset the leader values, resulting in random failure to designate the first pilot assigned as the airgroup leader.

Fix: Properly initialized the variable. Also found a display-control variable that was not being properly maintained when a leader was assigned. This resulted in either a one-turn delay in displaying the correct leader or a "flash" of Staff Officer before the correct leader was displayed. Also fixed.

6. LCU fragments improperly receiving reinforcements. During turn processing of Land Units with multiple fragments, the system could temporarily lose track of the proper unit(s) that should receive reinforcements. This could result in cut off or unsupplied fragments being improperly reinforced.

Fix: Prevented focus shift away from the proper unit.

7. Corrected multiple "home base" tables to include Canada. Some of the processes that required reference to a National Home Base did not properly designate a home base for Canada.

Fix: Provided missing reference (base is Vancouver)

8. Fix for Pick Up troops by air transport when first available Land Unit is selected by default. When the Pick Up Troops option is selected on the Air Group screen the first "pickupable" land unit at the target base is displayed as if it was selected by default. However this selection was incomplete and the player had to force the selection - by moving away and then back to the unit if necessary.

Fix: Properly set default.

9. Patch for airgroup load routine when a parent airgroup and a fragment of a different parent were loaded at the same time. The load control routine was improperly handling load when an airgroup fragment was loaded at the same time as a different parent air group. This resulted in the actual load routine being confused between the actual parent of the fragment and (different) parent previously loaded.

Fix: Set proper relationship without regard to load sequence.

10. Torpedo Attack Altitude corrections. Torpedo-carrying aircraft with Naval or Port attack as a primary mission and Airfield attack as a secondary mission would sometimes make torpedo attacks at the airgroup assigned altitude (frequently 6000 feet).

Fix: Ensured torpedos will be dropped from 200 feet if primary mission is naval or port attack.

11. Replenishment CVEs in replenishment and carrier task forces "bleeding" damaged aircraft to pools. CVEs with replenishment airgroups (designated as Wings) that left port without ensuring that all aircraft were in ready status would have damaged aircraft transferred to the aircraft pool. The exaggerated size of the replenishment airgroups was triggering this movement as the over-capacity checks were not properly recognizing replenishment wings.

Fix: Adjusted over-capacity routines to recognize replenishment wing airgroup sizes. Note: Players should NEVER transfer replenishment wings off of the CVE on which they arrive and NEVER NEVER place another airgroup on a CVE that has a replenishment air wing. Just don't do it - it will mess things up big time.

1. Fill airgroup with pilots button and function added. Airgroups that need two or more pilots will now display a "Get n Pilots" button (where n is number of pilots needed). Pressing this button will select n pilots and is equivalent to pressing the "Get Pilot" button n times. Note: Button does NOT show "grayed out" when less than 2 pilots are required. If only a single pilot is needed the "Get Pilot" button is sufficient and a grayed-out "Get 1 Pilot" is superfluous. A grayed-out "Get 0 Pilots" is useless and rather humorous.

2. Draw a single aircraft from pool button and function added. Each press of this button will transfer one aircraft from the pool to the airgroup. The button display includes the number of aircraft in the pool. Button is displayed "grayed out" if function is not allowed for any reason. Allows very precise airgroup size management and is especially useful when there are only a few aircraft available. Display of pool size is very nice. Note: Function is allowed even if "Do Not Upgrade" is selected. It is subject to all restrictions of normal airgroup reinforcement (no cheating!).

3. Airgroups may be disbanded into the aircraft/pilot pool IF THEY ARE LOCATED IN THE NATIONAL MAIN BASE. Previously they had to be disbanded into another airgroup and could not be disbanded if an airgroup with the same aircraft type/Nationality was not available in the same base. This restriction still applies for all groups not at the main base and will also be used if possible at the National Main Base. The companion feature of "Withdraw Group" is similarly implemented only the group and all aircraft/pilots are placed in the pending aircraft reinforcement list. Notes: If there is another group of the same type at the National HQ base, the group will disband into it normally. If there is no such group a confirmation step will ask the player if he wants to disband the group into the pool. If Disbanded, aircraft are returned to the pool and the result is visible when viewing the pool. Pilots are returned to the Named pilot queue that are waiting for assignment and not to the actual "pilot pool". See Enhancement 4. If Withdraw Group is selected, the group with all planes and pilots will be withdrawn for 60 days.

4. Add available Named Pilot count to Pilot Pool list. Named Pilots (sometimes called Historical Pilots) are initially pilots that have been defined in the editor. New "Named Pilots" can be created during game play by removing "generated" pilots from squadrons by either disbandment of the squadron or removal of pilots by the "running out of pilots" routines. There are two groups of "Named Pilots":

a. Pilots designated for a specific air group (in the editor) whose delay has expired but have not yet been assigned to the squadron (not yet needed).

b. Pilots of specific Nationality that are available (no remaining delay), have no default group assignment, and have not yet assigned to a group (enabled in Version 1.8).

5. Airgroups having no planes but having some pilots may now be loaded onto AKs (load cost calculated as number of pilots). Previously an airgroup that has all aircraft destroyed but retained a few pilots was frozen in place. It could not be flown nor picked up by a cargo ship. The assigned pilots were effectively lost and were merely waiting to be destroyed. This modification allows the airgroup to be evacuated by sea. It can then be reinforced, merged, or taken to the national home base and disbanded (Enhancement 3, above) to recover the pilots. Note: Load cost for an airgroup is calculated as number of pilots - very low load cost but takes up the single "passenger" slot. Load costs for airgroups with planes are based solely on the planes and do not include the pilots.

6. "Push" of supply from a well supplied base to outlying bases now limited to need (human players only). The previous code will push supply from a central base to outlying bases and units based on two factors:

a. Need - bases and units that are short on supply will receive supplies up to need (based on requested supply less amount already on hand)

b. Extra - additional supply will be dispersed to bases (but not units) if the sending base is "rich" in supply. This push of extra supply results in difficulty in accumulating supplies at main bases. An example of this is supplies at Port Moresby being pushed to Buna when Port Moresby needs them and Buna does not. This enhancement will remove the "b. Extra" supply movement. Note: This enhancement is implemented for human players only. A side under computer control will use the original code.

Other - Software Library Upgrade

1. The library routines that process save game compression/de-compression during save and load have been updated to current versions.

3. Airgroups may be disbanded into the aircraft/pilot pool IF THEY ARE LOCATED IN THE NATIONAL MAIN BASE. Previously they had to be disbanded into another airgroup and could not be disbanded if an airgroup with the same aircraft type/Nationality was not available in the same base. This restriction still applies for all groups not at the main base and will also be used if possible at the National Main Base. The companion feature of "Withdraw Group" is similarly implemented only the group and all aircraft/pilots are placed in the pending aircraft reinforcement list. Notes: If there is another group of the same type at the National HQ base, the group will disband into it normally. If there is no such group a confirmation step will ask the player if he wants to disband the group into the pool. If Disbanded, aircraft are returned to the pool and the result is visible when viewing the pool. Pilots are returned to the Named pilot queue that are waiting for assignment and not to the actual "pilot pool". See Enhancement 4. If Withdraw Group is selected, the group with all planes and pilots will be withdrawn for 60 days.

So, If I understand correctly, I can disband IJN group of Petes now in Tokyo, their experienced pilots will appear in pool and I can get them to fighter squadrons, right?

3. Airgroups may be disbanded into the aircraft/pilot pool IF THEY ARE LOCATED IN THE NATIONAL MAIN BASE. Previously they had to be disbanded into another airgroup and could not be disbanded if an airgroup with the same aircraft type/Nationality was not available in the same base. This restriction still applies for all groups not at the main base and will also be used if possible at the National Main Base. The companion feature of "Withdraw Group" is similarly implemented only the group and all aircraft/pilots are placed in the pending aircraft reinforcement list. Notes: If there is another group of the same type at the National HQ base, the group will disband into it normally. If there is no such group a confirmation step will ask the player if he wants to disband the group into the pool. If Disbanded, aircraft are returned to the pool and the result is visible when viewing the pool. Pilots are returned to the Named pilot queue that are waiting for assignment and not to the actual "pilot pool". See Enhancement 4. If Withdraw Group is selected, the group with all planes and pilots will be withdrawn for 60 days.

So, If I understand correctly, I can disband IJN group of Petes now in Tokyo, their experienced pilots will appear in pool and I can get them to fighter squadrons, right?

It sounds as though to me that the pilots let go at the main base will still wait for the same type of aircraft, maybe even the same variant. They talked about the 'named pilot' queue, so if I'm reading it right your transport pilots would go into that pool only for transports, so not that much of a gain necessarily (I hope I'm wrong). correction- I think 4.b may be referring to these pilots going into a pool where they may be used in any aircraft. I'm a tad confused though.

Ah, the add-a-plane-at-a-time new routine. Very good. Let's just hope it all works.

hey... This disband at national base can lead to exploits... Disband all the Floatplanes and transports, even all the bombers later in the war ( as JApan how can you use them anyway..) into the pool and then use it for fighter datais...

I am not sure this is good... had we have pools per type of plane ( fighter IN pool, LB IJN pool, FP IJN pool ), this would be great, but otherwise it is potentially source of gameyness :

put your green pilots in bomber squadrons, do the transport thing, and then put them in the pool, and again...

hey... This disband at national base can lead to exploits... Disband all the Floatplanes and transports, even all the bombers later in the war ( as JApan how can you use them anyway..) into the pool and then use it for fighter datais...

I am not sure this is good... had we have pools per type of plane ( fighter IN pool, LB IJN pool, FP IJN pool ), this would be great, but otherwise it is potentially source of gameyness :

put your green pilots in bomber squadrons, do the transport thing, and then put them in the pool, and again...

On the surface level that sure looks like a major hole. It's a good idea to get rid of some of those useless depleted groups anyway. I'm not too sure about this aspect in the PTO, but in the ETO at least, during the Battle of Britain, the RAF took a lot of bomber crews and put them into fighters, so it's not entirely without historical precedence.

hey... This disband at national base can lead to exploits... Disband all the Floatplanes and transports, even all the bombers later in the war ( as JApan how can you use them anyway..) into the pool and then use it for fighter datais...

I am not sure this is good... had we have pools per type of plane ( fighter IN pool, LB IJN pool, FP IJN pool ), this would be great, but otherwise it is potentially source of gameyness :

put your green pilots in bomber squadrons, do the transport thing, and then put them in the pool, and again...

They're not disbanded in the general pool: "Pilots are returned to the Named pilot queue that are waiting for assignment and not to the actual "pilot pool"." - Thus they'll be only available (as reinforcement pilots) when their original group returns...

3. Airgroups may be disbanded into the aircraft/pilot pool IF THEY ARE LOCATED IN THE NATIONAL MAIN BASE. Previously they had to be disbanded into another airgroup and could not be disbanded if an airgroup with the same aircraft type/Nationality was not available in the same base. This restriction still applies for all groups not at the main base and will also be used if possible at the National Main Base. The companion feature of "Withdraw Group" is similarly implemented only the group and all aircraft/pilots are placed in the pending aircraft reinforcement list. Notes: If there is another group of the same type at the National HQ base, the group will disband into it normally. If there is no such group a confirmation step will ask the player if he wants to disband the group into the pool. If Disbanded, aircraft are returned to the pool and the result is visible when viewing the pool. Pilots are returned to the Named pilot queue that are waiting for assignment and not to the actual "pilot pool". See Enhancement 4. If Withdraw Group is selected, the group with all planes and pilots will be withdrawn for 60 days.

So, If I understand correctly, I can disband IJN group of Petes now in Tokyo, their experienced pilots will appear in pool and I can get them to fighter squadrons, right?

Seems that it works exactly that way. For Japan National main base is Osaka. Disbanded IJN group of Float Planes and then use then all around the map..

6. "Push" of supply from a well supplied base to outlying bases now limited to need (human players only). The previous code will push supply from a central base to outlying bases and units based on two factors:

a. Need - bases and units that are short on supply will receive supplies up to need (based on requested supply less amount already on hand)

b. Extra - additional supply will be dispersed to bases (but not units) if the sending base is "rich" in supply.

This push of extra supply results in difficulty in accumulating supplies at main bases. An example of this is supplies at Port Moresby being pushed to Buna when Port Moresby needs them and Buna does not. This enhancement will remove the "b. Extra" supply movement. Note: This enhancement is implemented for human players only. A side under computer control will use the original code.